ABSTRACT

This chapter examines the variety of production logics, networks and forms of work involved in producing a digital game. It draws on insights from established theoretical approaches in cultural and creative industries research, including cultural industries, critical production studies and the sociology of work and organisations. The production logics approach is helpful as an analytical tool to understand production in the digital games industry and the shifts that have taken place. The general characteristics of freemium games that rely on indirect revenue streams, including advertising, product placement and user data, have much in common with social media and search services more generally. The chapter also examines transnational production networks and the range of actors involved in producing a digital game. It explores some of the social and cultural scholarship that exists on the games industry and the impact of production logics, networks and lifecycles on occupational roles, recruitment, work and labour.